Search found 21 matches
- Wed Jan 22, 2020 2:58 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Lazy Bastard Mega Mall
- Replies: 27
- Views: 43301
Re: Lazy Bastard Mega Mall
Cool Concept, but how do you even place a blueprint of this size, i can hardly see 1/4 on 3440x1440 resolution? Any tips?
- Wed Jan 22, 2020 1:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.00] Reproducable Crash few seconds after loading 0.17.79 savegame
- Replies: 2
- Views: 1589
Re: [0.18.00] Reproducable Crash few seconds after loading 0.17.79 savegame
Damn u guys are fast. Thanks!
- Wed Jan 22, 2020 12:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.00] Reproducable Crash few seconds after loading 0.17.79 savegame
- Replies: 2
- Views: 1589
[0.18.00] Reproducable Crash few seconds after loading 0.17.79 savegame
Dump and log file attached, savegame can be found here: https://web.tresorit.com/l#r3FI6nGId0K5V6obo5LEow Savegame is from 0.17.79, but started somewhere in 0.17.xx. No mods in this save. Crash happens roughly 5 seconds after loading, savegame works fine in 0.17.79 (downgraded factorio and tried it)...
- Wed Jan 22, 2020 12:17 pm
- Forum: Not a bug
- Topic: [0.18.0] Personal Construction Bots take a while before realizing there are damaged structures around the player
- Replies: 5
- Views: 1997
Re: [0.18.0] Personal Construction Bots take a while before realizing there are damaged structures around the player
Hmm i can ony get "Error parsing server response" message when uploading file on the forum. Savegame available here: https://web.tresorit.com/l#wR2vb1FlJF8IWH-lVO9f5g Another observation: Bots will always do the following order: 1. Fly off to replace structures 2. Short delay 3. Fly off wi...
- Wed Jan 22, 2020 12:03 pm
- Forum: Not a bug
- Topic: [0.18.0] Personal Construction Bots take N Repairpacks but only Repair 1 Structure before returning
- Replies: 3
- Views: 1309
Re: [0.18.0] Personal Construction Bots take N Repairpacks but only Repair 1 Structure before returning
Its just a minor point, but this means that if i carry 4 roboports with 100 bots, i need to carry 400 repair packs, otherwise only a subset of the bots is out repairing since the remaining bots can not go repair something due to lack of repair packs. Feels unintuitiv, and leads to awkard delays in r...
- Wed Jan 22, 2020 12:00 pm
- Forum: Not a bug
- Topic: [0.18.0] Personal Construction Bots take a while before realizing there are damaged structures around the player
- Replies: 5
- Views: 1997
Re: [0.18.0] Personal Construction Bots take a while before realizing there are damaged structures around the player
That is not the problem, there is literally no other construction/repair request on the entire map. And it would not explain why replacement happens instantly but repair does not.
Savegame attached, just walk a bit north to some damaged/broken walls, to replicate the delay.
Savegame attached, just walk a bit north to some damaged/broken walls, to replicate the delay.
- Tue Jan 21, 2020 11:40 pm
- Forum: Not a bug
- Topic: [0.18.0] Personal Construction Bots take a while before realizing there are damaged structures around the player
- Replies: 5
- Views: 1997
[0.18.0] Personal Construction Bots take a while before realizing there are damaged structures around the player
Lategame savegame with 0.5 spm, no mods, power armor 2 with 5 legs, 2 roboports and enough power. Walking to a damaged wall section with personal construction bots, they instantly recognize replacement structures and fly off to rebuild. Then is a delay of a few seconds till they realize there are st...
- Tue Jan 21, 2020 11:25 pm
- Forum: Not a bug
- Topic: [0.18.0] Personal Construction Bots take N Repairpacks but only Repair 1 Structure before returning
- Replies: 3
- Views: 1309
[0.18.0] Personal Construction Bots take N Repairpacks but only Repair 1 Structure before returning
My personal construction bots take up to 4 repairpacks each with them, repair 1 turret and then return to player, just to leave again with 4 repair packs towards the next turret. Playing without mods, reproduced in 2 savegames. Expected behaviour would be to just take 1 repairpack and return after j...
- Sun May 17, 2015 10:04 pm
- Forum: Show your Creations
- Topic: First proper planned factory, produces everything and 1RD/h
- Replies: 3
- Views: 7927
Re: First proper planned factory, produces everything and 1RD/h
@DerivePI, Its not using treefarm. @psorek, i use the following mods: FARL, Larger Inventory, Pocketbots, Rail Tanker, Endless Ressources, RSO, Straight World and Limes Compact Power Utilities. However i created my own version of the compact power mod which includes compact accumulators, so im not s...
- Thu May 14, 2015 1:28 pm
- Forum: Show your Creations
- Topic: First proper planned factory, produces everything and 1RD/h
- Replies: 3
- Views: 7927
First proper planned factory, produces everything and 1RD/h
Heya,
http://imgur.com/a/MCR81
the link above is my first properly planned factory and while it aint pretty nor too efficient im kinda proud of it
It currently runs at <10 fps, so i am really looking forward to 0.12.
Any critique or suggestions on the current design are greatly welcome!
http://imgur.com/a/MCR81
the link above is my first properly planned factory and while it aint pretty nor too efficient im kinda proud of it
It currently runs at <10 fps, so i am really looking forward to 0.12.
Any critique or suggestions on the current design are greatly welcome!
- Sat Apr 18, 2015 6:20 pm
- Forum: News
- Topic: Friday Facts #82 - Optimisations
- Replies: 58
- Views: 47830
Re: Friday Facts #82 Optimisations
Heya, great news on the performance improvements. As an idea regarding smoke: If smoke is really such an issue performance wise, how about adding a 2nd tier train that doesnt produce smoke (i.e. electricity based,using accumulators and some kind of charging device at stations). This would do the sam...
- Thu Mar 19, 2015 5:12 pm
- Forum: Technical Help
- Topic: Performance Issues
- Replies: 14
- Views: 6392
Re: Performance Issues
Good thing that i only use red and blue belts in this playthrough....damnit. Here is to hoping for A12. Edit: As a more pointed question, are 1.8 Million Entities (32k active) a lot for factorio? (ive got no number to compare it to for assessment) And what does active mean? And what are 4.5Million C...
- Wed Mar 18, 2015 7:29 pm
- Forum: Technical Help
- Topic: Performance Issues
- Replies: 14
- Views: 6392
Re: Performance Issues
With 0.11.15 and before there was a small bug that made belts placed by robots not deactivate. In case your savegame is affected I suppose replacing them would free some CPU, but it's a lot of manual work. I only have been playing since 1.17 so this hopefully is not the issue (i have placed a lot o...
- Mon Mar 16, 2015 11:13 am
- Forum: Technical Help
- Topic: Performance Issues
- Replies: 14
- Views: 6392
Re: Performance Issues
Jeah i observed that relationship aswell.DaveMcW wrote:Factorio intentionally reduces FPS to 1/3 of UPS in an attempt to save resources. The only way to fix it is improve UPS.
Any easy tips on how to improve UPS? Either by factory design or by certain settings?
- Sat Mar 14, 2015 1:24 pm
- Forum: Technical Help
- Topic: Performance Issues
- Replies: 14
- Views: 6392
Re: Performance Issues
Your UPS isn't too bad (42) but FPS (14) certainly seems weirdly low. I don't drop so low even with my integrated Intel GPU. How is performance in other games? Perhaps there is some issue with your GPU/drivers. I can play other games just fine (Elder Scrolls Online, Skyrim, Prison Architect etc) so...
- Fri Mar 13, 2015 4:01 pm
- Forum: Technical Help
- Topic: Performance Issues
- Replies: 14
- Views: 6392
Re: Performance Issues
:( Jeah i built the machine myself since multi coring really benefits certain SDKs im using so i chose the X6 over Intel systems at the time. I still remember the discussion about Phenom2 X6 vs I5 2500 for games.... sadly the expectation that more games (esp. sim's like factorio) support mulit cores...
- Fri Mar 13, 2015 1:56 pm
- Forum: Technical Help
- Topic: Performance Issues
- Replies: 14
- Views: 6392
Performance Issues
Hello, my factorio game starts having some real performance issues when the base gets larger. However the game hardly uses my CPU(set 6 threads for my 6 cores, yet only about 15-20% usage, so more like 1 or 2 cores), my GPU is idling and ive got plenty of unused RAM. Is this a general problem that m...
- Sun Mar 01, 2015 2:14 pm
- Forum: Mods
- Topic: [MOD 0.16] Compact Power
- Replies: 43
- Views: 50971
Re: [MOD 0.11.6] Compact Power
I think i could add the acc's quite easily to this mod since its more or less just a copy paste job. However im not sure if this is allowed and ok with the author? Edit: I managed to get accu's mk2 - 5 working, however im struggling to come up with similar quality icons as the current mod has for so...
- Sun Mar 01, 2015 1:54 pm
- Forum: Mods
- Topic: [MOD 0.12.0] endless resources
- Replies: 85
- Views: 146289
Re: [0.11.1] endless resources
Heya, got a question aswell. Ive just tested a bit around and it seems it is irrelevant for a miner how many ressource patches are in its area in terms of output. But clearly a ressource miner with 25 exhausted tiles in its area should produce a lot more than a miner with just 1 tile in its area. Ob...
- Sun Mar 01, 2015 1:36 pm
- Forum: Ideas and Requests For Mods
- Topic: [Idea] Endless Ressources by replacing ressource tiles
- Replies: 2
- Views: 3014
Re: [Idea] Endless Ressources by replacing ressource tiles
Ok,
this thread can be deleted....
Just tested a bit with the endless resource mod and it actually behaves exactly like my mod idea.....
this thread can be deleted....
Just tested a bit with the endless resource mod and it actually behaves exactly like my mod idea.....